feat(abut-rebar): ③ 교대 접속슬래브 3D 철근 (R1–R8)

- 접속슬래브 배근 경로를 교대 3D 철근에 추가 (선택 · 색 기준 공통)
- 콘크리트 안 검사에 접속슬래브 포함: 모든 교대 철근 (P10 다웰 포함) 밖으로 나간 점 없음

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
This commit is contained in:
ypshimandClaude Haiku 5.5 committed 2026-11-05 09:27:52 +09:00
1 parent a282618d90
commit b75f3d4855
4 files changed
+29 -19

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+2 -2
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@@ -697,7 +697,7 @@ function setupScene(): void {
state.scene = scene;
setView(state.view);
}
// ③ 교대 (2026-11-04): with the piers hidden, the selected abutment's 저판 · 벽체 · 흉벽 · 날개벽 rebar is the ③ rebar (표 · 3D 선택 공통).
// ③ 교대 (2026-11-04): with the piers hidden, the selected abutment's 저판 · 벽체 · 흉벽 · 날개벽 · 접속슬래브 rebar is the ③ rebar (표 · 3D 선택 공통).
const abutRec = piersShown(state.stage, state.abutActive) ? undefined : state.abutments.find((a) => a.name === state.abutActive);
const abutGroup = abutRec ? abutGroupByName.get(abutRec.name) : undefined;
const footing = abutRec ? abutFootingBuilt(abutRec) : null;
@@ -705,7 +705,7 @@ function setupScene(): void {
const wall = abutWallBuilt(abutRec, footing.result);
const para = wall ? abutParapetBuilt(abutRec, wall) : null;
const wings = abutWingsBuilt(abutRec, footing.result).map((w) => w.result);
rebar3d = buildAbutRebar3D(footing.geom, footing.result, footing.skewK, footing.backM, footing.bottomEl, wall?.result, para?.result, wings);
rebar3d = buildAbutRebar3D(footing.geom, footing.result, footing.skewK, footing.backM, footing.bottomEl, wall?.result, para?.result, wings, abutSlabBuilt(abutRec)?.result);
rebar3d.group.applyMatrix4(abutGroup.matrix);
rebar3d.group.visible = state.stage === 'rebar';
rebar3d.setColorMode(state.rebarColor);
+10 -2
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@@ -1,5 +1,5 @@
/**
* 교대 3D 철근 (③, 2026-11-04): 저판 B1–B10, 벽체 W1–W11, 흉벽 · 브라켓 P1–P11, 날개벽 WR1–WR20 (좌 · 우). Positions come from `abutFootingRebar` ·
* 교대 3D 철근 (③, 2026-11-04): 저판 B1–B10, 벽체 W1–W11, 흉벽 · 브라켓 P1–P11, 날개벽 WR1–WR20 (좌 · 우), 접속슬래브 R1–R8. Positions come from `abutFootingRebar` ·
* `abutWallRebar` · `abutParapetRebar` (no new rules here; the 벽체 · 흉벽 bars are their paths). The 저판 shapes follow the
* 배근 삽도 (abut-footing-rebar-svg.ts): B1 ⊓ / B2 ⊔ / B3 · B4 직선, B5 ⊓ / B6 ⊔ / B7 · B8 직선, B9 연직, B10 측면, B1-S · B2-S.
* Hooks and the bend radii are not drawn. Each bar is named by its 철근표 number, so the table, the 삽도 and the model
@@ -14,6 +14,8 @@ import { ABUT_PARAPET_SIZES, type AbutParapetRebar } from '../core/abut/rebar/pa
import { ABUT_PARAPET_COLORS } from './abut-parapet-rebar-svg';
import { ABUT_WING_SIZES, type AbutWingRebar } from '../core/abut/rebar/wing';
import { ABUT_WING_COLORS } from './abut-wing-rebar-svg';
import { ABUT_SLAB_SIZES, type AbutSlabRebar } from '../core/abut/rebar/slab';
import { ABUT_SLAB_COLORS } from './abut-slab-rebar-svg';
import { ABUT_FOOTING_COLORS } from './abut-footing-rebar-svg';
import { ABUT_WALL_COLORS } from './abut-wall-rebar-svg';
import { rebarColor, rebarControls, type RebarScene } from './rebar3d';
@@ -33,12 +35,13 @@ export function buildAbutRebar3D(
wall?: AbutWallRebar,
parapet?: AbutParapetRebar,
wings: AbutWingRebar[] = [],
slab?: AbutSlabRebar,
): RebarScene {
const group = new THREE.Group();
group.name = 'abut-rebar';
const byName = new Map<string, THREE.Mesh[]>();
const C = Object.fromEntries(Object.entries(ABUT_FOOTING_COLORS).map(([k, v]) => [k, parseInt(v.slice(1), 16)])) as Record<keyof typeof ABUT_FOOTING_COLORS, number>;
const sizeOf = new Map<string, keyof typeof NOMINAL_DIAMETER>([...r.bars.map((b) => [b.mark, b.size] as const), ...Object.entries(ABUT_WALL_SIZES), ...Object.entries(ABUT_PARAPET_SIZES), ...Object.entries(ABUT_WING_SIZES)]);
const sizeOf = new Map<string, keyof typeof NOMINAL_DIAMETER>([...r.bars.map((b) => [b.mark, b.size] as const), ...Object.entries(ABUT_WALL_SIZES), ...Object.entries(ABUT_PARAPET_SIZES), ...Object.entries(ABUT_WING_SIZES), ...Object.entries(ABUT_SLAB_SIZES)]);
// (s, x, z) in mm: s along the skew grid (끝면과 나란히), x from the 배면, z from the 저판 하면.
const P = (s: number, x: number, z: number): P3 => [s / 1000 + skewK * (backM + x / 1000), bottomEl + z / 1000, backM + x / 1000];
// Option ②: square to the axis, s in the 삽도's frame (abutFootingRebarPlanSvg SQ), the same for every x.
@@ -131,5 +134,10 @@ export function buildAbutRebar3D(
const wingColor = (mark: string) =>
['WR1', 'WR2', 'WR11', 'WR12'].includes(mark) ? G.vertical : /^WR(3|4|5|13|14|15)$/.test(mark) ? G.horizontal : mark === 'WR6' || mark === 'WR20' ? G.other : G.haunch;
for (const w of wings) for (const p of w.paths) add(p.mark, p.pts.map(([s, t, z]): P3 => [s / 1000, bottomEl + z / 1000, t / 1000]), wingColor(p.mark));
if (slab) {
const S = Object.fromEntries(Object.entries(ABUT_SLAB_COLORS).map(([k, v]) => [k, parseInt(v.slice(1), 16)])) as Record<keyof typeof ABUT_SLAB_COLORS, number>;
const slabColor = (mark: string) => (mark === 'R1' || mark === 'R3' ? S.main : mark === 'R7' ? S.corner : mark === 'R8' ? S.shear : S.dist);
for (const p of slab.paths) add(p.mark, p.pts.map(([s, t, z]): P3 => [s / 1000, bottomEl + z / 1000, t / 1000]), slabColor(p.mark));
}
return { group, byName, records: [], ...rebarControls(byName) };
}
+11 -12
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@@ -7,7 +7,8 @@ import { buildAbut } from '../src/core/abut/geometry';
import { parseAbutments, toAbutInput } from '../src/core/abut/parse';
import { buildMembers } from '../src/core/abut/members';
import { buildWings } from '../src/core/abut/wings';
import { resolveSlab } from '../src/core/abut/slab';
import { resolveSlab, slabGradePct, slabSection } from '../src/core/abut/slab';
import { abutSlabGeom, abutSlabRebar } from '../src/core/abut/rebar/slab';
import { abutFootingGeom, abutFootingRebar } from '../src/core/abut/rebar/footing';
import { skewAngle } from '../src/core/abut/rebar/skew-layout';
import { abutWallGeom, abutWallRebar } from '../src/core/abut/rebar/wall';
@@ -39,12 +40,14 @@ const res: Record<string, { out: number; total: number }> = {};
const para = abutParapetRebar(pg, wall);
const seats = members.wallSegments.map((sg) => ({ from: sg.sFrom * 1000, to: sg.sTo * 1000, z: (sg.seatEl - members.footingBottomEl!) * 1000 }));
const wingR = wings.map((w) => abutWingRebar(abutWingGeom(model, members, w, footing.z.B68, seats, k)));
const rebar = buildAbutRebar3D(fg, footing, k, members.shape.footingBackM, members.footingBottomEl!, wall, para, wingR);
const grade = slabGradePct(slab, model.wing?.slopePct ?? 0);
const slabG = abutSlabGeom(slab.form, abutPlanOutline(model, members, wings, slab).slab, slabSection(slab, grade, members.shape), { startEl: members.parapetTopStartEl, endEl: members.parapetTopEndEl, L: model.length, bottomEl: members.footingBottomEl! }, [300, 300], slab.lengthMm, grade);
const rebar = buildAbutRebar3D(fg, footing, k, members.shape.footingBackM, members.footingBottomEl!, wall, para, wingR, abutSlabRebar(slabG));
const group = buildAbutGroup(model, members, wings);
group.updateMatrixWorld(true);
const solids: THREE.Mesh[] = [];
group.traverse((o) => {
if (o instanceof THREE.Mesh && !['ground', 'slab', 'blinding', 'piles'].some((n) => o.parent?.name === n || o.name === n)) solids.push(o);
if (o instanceof THREE.Mesh && !['ground', 'blinding', 'piles'].some((n) => o.parent?.name === n || o.name === n)) solids.push(o);
});
const ray = new THREE.Raycaster();
const inside = (p: THREE.Vector3) =>
@@ -74,15 +77,11 @@ const res: Record<string, { out: number; total: number }> = {};
}
}
describe('교대 A1 3D 철근이 콘크리트 안에 있음', () => {
it('저판 · 벽체 · 흉벽 · 날개벽 철근은 밖으로 나간 점이 없음 (P10 제외)', () => {
const outside = Object.entries(res).filter(([name, v]) => name !== 'P10' && v.out > 0).map(([name, v]) => `${name} ${v.out}/${v.total}`);
describe('교대 A1 3D 철근이 콘크리트 안에 있음 (접속슬래브 포함)', () => {
it('저판 · 벽체 · 흉벽 · 날개벽 · 접속슬래브 철근과 P10 다웰 모두 밖으로 나간 점이 없음', () => {
const outside = Object.entries(res).filter(([, v]) => v.out > 0).map(([name, v]) => `${name} ${v.out}/${v.total}`);
expect(outside).toEqual([]);
expect(Object.keys(res).length).toBeGreaterThan(30);
});
it('P10 다웰: 슬래브 쪽 절반만 밖 (브라켓 안 300은 콘크리트 안)', () => {
expect(res.P10.out / res.P10.total).toBeLessThan(0.6);
expect(res.P10.out / res.P10.total).toBeGreaterThan(0.4);
expect(Object.keys(res).length).toBeGreaterThan(36);
for (const m of ['R1', 'R2', 'R3', 'R4', 'R7', 'R8', 'P10']) expect(res[m]?.total, m).toBeGreaterThan(0);
});
});
+6 -3
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@@ -9,7 +9,8 @@ import { buildAbut } from '../../src/core/abut/geometry';
import { parseAbutments, toAbutInput } from '../../src/core/abut/parse';
import { buildMembers } from '../../src/core/abut/members';
import { buildWings } from '../../src/core/abut/wings';
import { resolveSlab } from '../../src/core/abut/slab';
import { resolveSlab, slabGradePct, slabSection } from '../../src/core/abut/slab';
import { abutSlabGeom, abutSlabRebar } from '../../src/core/abut/rebar/slab';
import { abutFootingGeom, abutFootingRebar } from '../../src/core/abut/rebar/footing';
import { skewAngle } from '../../src/core/abut/rebar/skew-layout';
import { abutWallGeom, abutWallRebar } from '../../src/core/abut/rebar/wall';
@@ -39,12 +40,14 @@ it('dump 콘크리트 밖 철근', () => {
const para = abutParapetRebar(pg, wall);
const seats = members.wallSegments.map((sg) => ({ from: sg.sFrom * 1000, to: sg.sTo * 1000, z: (sg.seatEl - members.footingBottomEl!) * 1000 }));
const wingR = wings.map((w) => abutWingRebar(abutWingGeom(model, members, w, footing.z.B68, seats, k)));
const rebar = buildAbutRebar3D(fg, footing, k, members.shape.footingBackM, members.footingBottomEl!, wall, para, wingR);
const grade = slabGradePct(slab, model.wing?.slopePct ?? 0);
const slabG = abutSlabGeom(slab.form, abutPlanOutline(model, members, wings, slab).slab, slabSection(slab, grade, members.shape), { startEl: members.parapetTopStartEl, endEl: members.parapetTopEndEl, L: model.length, bottomEl: members.footingBottomEl! }, [300, 300], slab.lengthMm, grade);
const rebar = buildAbutRebar3D(fg, footing, k, members.shape.footingBackM, members.footingBottomEl!, wall, para, wingR, abutSlabRebar(slabG));
const group = buildAbutGroup(model, members, wings);
group.updateMatrixWorld(true);
const solids: THREE.Mesh[] = [];
group.traverse((o) => {
if (o instanceof THREE.Mesh && !['ground', 'slab', 'blinding', 'piles'].some((n) => o.parent?.name === n || o.name === n)) solids.push(o);
if (o instanceof THREE.Mesh && !['ground', 'blinding', 'piles'].some((n) => o.parent?.name === n || o.name === n)) solids.push(o);
});
const ray = new THREE.Raycaster();
const inside = (p: THREE.Vector3) =>